Merge pull request #333 from dadahsueh/dev

feat : add load scene parameter LocalPhysicsMode
pull/342/head
何冠峰 2024-08-03 16:09:49 +08:00 committed by GitHub
commit 4f58c54eff
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5 changed files with 33 additions and 34 deletions

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@ -8,13 +8,14 @@ namespace YooAsset
{ {
internal sealed class BundledSceneProvider : ProviderOperation internal sealed class BundledSceneProvider : ProviderOperation
{ {
public readonly LoadSceneMode SceneMode; public LoadSceneMode SceneMode => LoadSceneParams.loadSceneMode;
public readonly LoadSceneParameters LoadSceneParams;
private AsyncOperation _asyncOperation; private AsyncOperation _asyncOperation;
private bool _suspendLoadMode; private bool _suspendLoadMode;
public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo) public BundledSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, LocalPhysicsMode physicsMode = default) : base(manager, providerGUID, assetInfo)
{ {
SceneMode = sceneMode; LoadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath); SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoadMode = suspendLoad; _suspendLoadMode = suspendLoad;
} }
@ -61,15 +62,14 @@ namespace YooAsset
if (IsWaitForAsyncComplete) if (IsWaitForAsyncComplete)
{ {
// 注意:场景同步加载方法不会立即加载场景,而是在下一帧加载。 // 注意:场景同步加载方法不会立即加载场景,而是在下一帧加载。
LoadSceneParameters parameters = new LoadSceneParameters(SceneMode); SceneObject = SceneManager.LoadScene(MainAssetInfo.AssetPath, LoadSceneParams);
SceneObject = SceneManager.LoadScene(MainAssetInfo.AssetPath, parameters);
_steps = ESteps.Checking; _steps = ESteps.Checking;
} }
else else
{ {
// 注意如果场景不存在异步加载方法返回NULL // 注意如果场景不存在异步加载方法返回NULL
// 注意:即使是异步加载也要在当帧获取到场景对象 // 注意:即使是异步加载也要在当帧获取到场景对象
_asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, SceneMode); _asyncOperation = SceneManager.LoadSceneAsync(MainAssetInfo.AssetPath, LoadSceneParams);
if (_asyncOperation != null) if (_asyncOperation != null)
{ {
_asyncOperation.allowSceneActivation = !_suspendLoadMode; _asyncOperation.allowSceneActivation = !_suspendLoadMode;

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@ -8,13 +8,14 @@ namespace YooAsset
{ {
internal sealed class DatabaseSceneProvider : ProviderOperation internal sealed class DatabaseSceneProvider : ProviderOperation
{ {
public readonly LoadSceneMode SceneMode; public LoadSceneMode SceneMode => LoadSceneParams.loadSceneMode;
public readonly LoadSceneParameters LoadSceneParams;
private bool _suspendLoadMode; private bool _suspendLoadMode;
private AsyncOperation _asyncOperation; private AsyncOperation _asyncOperation;
public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad) : base(manager, providerGUID, assetInfo) public DatabaseSceneProvider(ResourceManager manager, string providerGUID, AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, LocalPhysicsMode physicsMode = default) : base(manager, providerGUID, assetInfo)
{ {
SceneMode = sceneMode; LoadSceneParams = new LoadSceneParameters(sceneMode, physicsMode);
SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath); SceneName = Path.GetFileNameWithoutExtension(assetInfo.AssetPath);
_suspendLoadMode = suspendLoad; _suspendLoadMode = suspendLoad;
} }
@ -53,14 +54,12 @@ namespace YooAsset
{ {
if (IsWaitForAsyncComplete) if (IsWaitForAsyncComplete)
{ {
LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode); SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, LoadSceneParams);
SceneObject = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
_steps = ESteps.Checking; _steps = ESteps.Checking;
} }
else else
{ {
LoadSceneParameters loadSceneParameters = new LoadSceneParameters(SceneMode); _asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, LoadSceneParams);
_asyncOperation = UnityEditor.SceneManagement.EditorSceneManager.LoadSceneAsyncInPlayMode(MainAssetInfo.AssetPath, loadSceneParameters);
if (_asyncOperation != null) if (_asyncOperation != null)
{ {
_asyncOperation.allowSceneActivation = !_suspendLoadMode; _asyncOperation.allowSceneActivation = !_suspendLoadMode;

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@ -86,7 +86,7 @@ namespace YooAsset
/// 注意:返回的场景句柄是唯一的,每个场景句柄对应自己的场景提供者对象。 /// 注意:返回的场景句柄是唯一的,每个场景句柄对应自己的场景提供者对象。
/// 注意:业务逻辑层应该避免同时加载一个子场景。 /// 注意:业务逻辑层应该避免同时加载一个子场景。
/// </summary> /// </summary>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, uint priority) public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode, bool suspendLoad, uint priority, LocalPhysicsMode physicsMode = default)
{ {
if (assetInfo.IsInvalid) if (assetInfo.IsInvalid)
{ {
@ -107,9 +107,9 @@ namespace YooAsset
ProviderOperation provider; ProviderOperation provider;
{ {
if (_simulationOnEditor) if (_simulationOnEditor)
provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad); provider = new DatabaseSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, physicsMode);
else else
provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad); provider = new BundledSceneProvider(this, providerGUID, assetInfo, sceneMode, suspendLoad, physicsMode);
provider.InitSpawnDebugInfo(); provider.InitSpawnDebugInfo();
_providerDic.Add(providerGUID, provider); _providerDic.Add(providerGUID, provider);
OperationSystem.StartOperation(PackageName, provider); OperationSystem.StartOperation(PackageName, provider);

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@ -486,11 +486,11 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="location">场景的定位地址</param> /// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single) public SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadSceneInternal(assetInfo, true, sceneMode, false, 0); return LoadSceneInternal(assetInfo, true, sceneMode, false, 0, physicsMode);
} }
/// <summary> /// <summary>
@ -498,10 +498,10 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="assetInfo">场景的资源信息</param> /// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single) public SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
return LoadSceneInternal(assetInfo, true, sceneMode, false, 0); return LoadSceneInternal(assetInfo, true, sceneMode, false, 0, physicsMode);
} }
/// <summary> /// <summary>
@ -511,11 +511,11 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param> /// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">加载的优先级</param> /// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0) public SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null); AssetInfo assetInfo = ConvertLocationToAssetInfo(location, null);
return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority); return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority, physicsMode);
} }
/// <summary> /// <summary>
@ -525,16 +525,16 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param> /// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">加载的优先级</param> /// <param name="priority">加载的优先级</param>
public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0) public SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 0, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckInitialize(); DebugCheckInitialize();
return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority); return LoadSceneInternal(assetInfo, false, sceneMode, suspendLoad, priority, physicsMode);
} }
private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, bool suspendLoad, uint priority) private SceneHandle LoadSceneInternal(AssetInfo assetInfo, bool waitForAsyncComplete, LoadSceneMode sceneMode, bool suspendLoad, uint priority, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckAssetLoadType(assetInfo.AssetType); DebugCheckAssetLoadType(assetInfo.AssetType);
var handle = _resourceManager.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority); var handle = _resourceManager.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority, physicsMode);
if (waitForAsyncComplete) if (waitForAsyncComplete)
handle.WaitForAsyncComplete(); handle.WaitForAsyncComplete();
return handle; return handle;

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@ -161,10 +161,10 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="location">场景的定位地址</param> /// <param name="location">场景的定位地址</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
public static SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single) public static SceneHandle LoadSceneSync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckDefaultPackageValid(); DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneSync(location, sceneMode); return _defaultPackage.LoadSceneSync(location, sceneMode, physicsMode);
} }
/// <summary> /// <summary>
@ -172,10 +172,10 @@ namespace YooAsset
/// </summary> /// </summary>
/// <param name="assetInfo">场景的资源信息</param> /// <param name="assetInfo">场景的资源信息</param>
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
public static SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single) public static SceneHandle LoadSceneSync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckDefaultPackageValid(); DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneSync(assetInfo, sceneMode); return _defaultPackage.LoadSceneSync(assetInfo, sceneMode, physicsMode);
} }
/// <summary> /// <summary>
@ -185,10 +185,10 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param> /// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100) public static SceneHandle LoadSceneAsync(string location, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckDefaultPackageValid(); DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority); return _defaultPackage.LoadSceneAsync(location, sceneMode, suspendLoad, priority, physicsMode);
} }
/// <summary> /// <summary>
@ -198,10 +198,10 @@ namespace YooAsset
/// <param name="sceneMode">场景加载模式</param> /// <param name="sceneMode">场景加载模式</param>
/// <param name="suspendLoad">场景加载到90%自动挂起</param> /// <param name="suspendLoad">场景加载到90%自动挂起</param>
/// <param name="priority">优先级</param> /// <param name="priority">优先级</param>
public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100) public static SceneHandle LoadSceneAsync(AssetInfo assetInfo, LoadSceneMode sceneMode = LoadSceneMode.Single, bool suspendLoad = false, uint priority = 100, LocalPhysicsMode physicsMode = default)
{ {
DebugCheckDefaultPackageValid(); DebugCheckDefaultPackageValid();
return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority); return _defaultPackage.LoadSceneAsync(assetInfo, sceneMode, suspendLoad, priority, physicsMode);
} }
#endregion #endregion